Monkey Monk


Advice


2 people marked this as a favorite.

Alright, so here is what I have.

Vanaran
Weapon Master Fighter
Weapon Adept Monk

Str 12
Dex 15
Con 12
Int 13
Wis 18
Cha 8

1 - Monk 1: Pefect Strike (bonus), Flurry of Blows, Unarmed Strike, Combat Reflexes (Monk 1), Combat Expertise (1st)
2 - Monk 2: Dodge (Monk 2), Weapon Focus (bonus)
3 - Fighter 1: Improved Trip (Fighter 1), Power Attack (3rd), Wapon Guard
4 - Fighter 2: Vicious Stomp (Fighter 2)
5 - Fighter 3: Ki Throw (5th), Weapon Training
6 - Fighter 4: Fury's Fall (Fighter 4)
7 - Monk 3: Tripping Staff (7th), Fast Movement, Maneuver Training, Still Mind
8 - Monk 4: Ki Pool (magic), Slow Fall 20ft.
9 - Monk 5: Lunge (9th), Ki Stand (QingGong), Purity of Body
10 - Monk 6: Weapon Specialization (bonus), Improved Bull Rush (Monk 6), Slow Fall 30ft
11 - Monk 7: Greater Trip (11th), Gaseous Form (QingGong)
12 - Monk 8: Slow Fall 40ft.
13 - Monk 9: Tripping Twirl (13th), Evasion
14 - Monk 10: Improved Critical (bonus), Ki Pool (Lawful), Slow Fall 50ft
15 - Monk 11: Improved Ki Throw (15th), Ki Leach (QingGong)
16 - Monk 12: Abundant Step, Slow Fall 60ft.
17 - Monk 13: Disorienting Maneuver (17th), Diamond Soul
18 - Monk 14: Tripping Strike (bonus), Slow Fall 70ft.
19 - Monk 15: (19th), Cloud Step (QingGong)
20 - Monk 16: Ki Pool (Adamantine), Slow Fall 80ft.

I did consider going full monk and instead just taking Quarterstaff Master as it would allow me to take Weapon Specialization in Quarterstaff without being a Fighter. If I did this I would have went with Flowing Monk instead. I didn't do it for a few reasons:

1. Weapon Adept gives 2 bonus feats (Weapon Focus and Weapon Specialization) that I would otherwise lose out on as it is not compatible with Flowing Monk and since I need to take Weapon Specialization to get Tripping Twirl I would still have to spend a feat on both which would basically put me back 4 feats.

2. Because of my first point taking 4 levels of fighter also allows for 3 bonus fighter feats. Since there isn't anything specific I need from Monk aside from a better flurry and more feats this is advantageous as this is a feat heavy build.

3. Weapon Master Fighter allows for getting weapon training early at level 3 and I wouldn't normally get it to level 5. Since I never plan on advancing past level 4 this is a bonus hit and damage that I wouldn't otherwise get. I get this (and Weapon Guard) all at the cost of Bravery (meh) and Armor Training which I wont be using as this character will be wearing no armor anyway.

4. Because of the prerequisite feat requirements of this build taking out the 4 levels of fighter would not allow me to either fit in all the feats that I have nor allow me to get them as early.

I haven't thought much about equipment, traits, or much else yet. I can tell you that this character will potentially be played in a Jade Regent game (no spoilers please!) and the point buy is set at 20. Beyond that, let me know what you think of the build and if you have any advice or questions. :)


Hm....also missing a feat at level 19. Ideas?


The enchantment guided.


Hm. That certainly is a strong enchantment. Although... I still am going to require bumping his Str up to raise his CMB and damage output. I wonder if the price of a +1 weapon enhancement is worth it. I mean, Wis will always be higher than Str with this build so it will always give some benefit I'm just not sure if that benefit is enough to justify the cost. Know what I mean?


Actually I think this weapon enhancement would be quiet good too:

Dueling (from Pathfinder Society Field Guide)

A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.


No trust me its the best enchantment for wisdom based damage dealers.

Grand Lodge

The guided property is awesome, but quirky. It gains no benefit from being wielded by two hands, but suffers no penalty for being off-hand. This can be made more awesome if utilized correctly.


Yeah, who cares though considering his build?


Well, no reason I couldn't get both enchancements.

My point with weapon enhancement is this:
(I just noticed I built the atributes wrong - he needs to start with a 13 Str to get Power Attack)

Say that I get my strength to a 16 (likely with a +2 Str item and a level up into Str) by the time I have a +4 BAB and I use power attack with my weapon with two hands. Lets also say that I'm incredibly lucky and get a +2 quarterstaff. That would be: +4 Str +2 magic +6 power attack = +12 damage.

On the other hand take the same scenario and use a +1 guided weapon and say I get a +2 Wis Item bumping Wis up to 20. That would be:
+5 Wis +1 magic +6 Power Attack = +12 damage.

So its equal on the damage scale. With guided and +2 Wis item I would lose +1 magic bonus to hit making his hit: 4 BAB -2 power attack +1 magic +5 Wis = +8 attack bonus.

With the +2 quarterstaff and Str item: 4 BAB -2 power attack +2 magic +3 Str = +7 attack bonus.

Ok, so basically, the damage is the same either way at that level but guided gives a higher to hit bonus. However, as Str increases I would get more damage out of it in single power attack. Now obviously I wouldn't be using power attack all of the time but that critical first round charge and hit to follow up with some nasty tripping action and to apply the same bonus throughout my opponent's turn is important.

I do realize that I begin to lose out some when making TWF attacks though. Guided is definately better there. However, with just a straight +x enhancement bonus and boosting my Str it would star to be better in the later levels for power attack. Yet with guided it would allow me to not have to focus on Str and simply get a Con/Dex belt and a Wis headband instead which would save on costs which will already be high with enchanting both ends of a double weapon.

Its a bit of a toss up but I think guided wins out slightly. But that is what I was contemplating when I was wondering if it was worth it.

Robespierre: What did you mean when you said, "Yeah, who cares though considering his build?" Was it basically what I was just saying? Or just that it doesn't matter with the way his attacks will work?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Monkey Monk All Messageboards

Want to post a reply? Sign in.